conforms file names to consistant standard

This commit is contained in:
2026-02-21 04:24:04 +11:00
parent 6b67dd9755
commit 5a4ad8633a
1991 changed files with 3836 additions and 7976 deletions

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class_name BuildingState
extends HeroState
@export var swap_state: HeroState
func enter_state() -> void:
if hero.game_manager:
hero.game_manager.level.enable_non_path_tower_frames()
hero.edit_tool.enabled = true
hero.left_hand_model.visible = true
hero.gauntlet_model.visible = true
hero.cassette.visible = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.set_parallel()
tween.tween_method(anim, hero.anim_tree.get("parameters/Blend3/blend_amount"), -1.0, 0.5)
tween.tween_method(anim2, hero.anim_tree2.get("parameters/Blend2/blend_amount"), 1.0, 0.5)
func anim(x: float) -> void:
hero.anim_tree.set("parameters/Blend3/blend_amount", x)
func anim2(x: float) -> void:
hero.anim_tree2.set("parameters/Blend2/blend_amount", x)
func exit_state() -> void:
hero.edit_tool.interact_key_held = false
hero.edit_tool.enabled = false
hero.cassette.visible = true
if hero.game_manager:
hero.game_manager.level.disable_all_tower_frames()
func process_state(_delta: float) -> void:
hero.check_world_button()
if Input.is_action_just_pressed("Primary Fire"):
hero.edit_tool.interact_key_held = true
if Input.is_action_just_released("Primary Fire"):
hero.edit_tool.interact_key_held = false
if Input.is_action_just_pressed("Swap Weapons"):
state_changed.emit(swap_state)
if Input.is_action_just_pressed("Ready"):
if hero.ready_state:
hero.unready_self()
else:
hero.ready_self()
if !hero.game_manager and Input.is_action_just_pressed("Ready"):
hero.enter_fighting_state()

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uid://b5h7jfwkyokes

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class_name cassetteingState
extends HeroState
@export var swap_state: HeroState
func enter_state() -> void:
if hero.game_manager:
hero.game_manager.level.disable_all_tower_frames()
hero.left_hand_model.visible = true
hero.gauntlet_model.visible = true
hero.set_cassette_elements_visibility(true)
hero.cassetteing_tool.enabled = true
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.set_parallel()
tween.tween_method(anim, hero.anim_tree.get("parameters/Blend3/blend_amount"), 0.0, 0.5)
tween.tween_method(anim2, hero.anim_tree2.get("parameters/Blend2/blend_amount"), 0.0, 0.5)
func anim(x: float) -> void:
hero.anim_tree.set("parameters/Blend3/blend_amount", x)
func anim2(x: float) -> void:
hero.anim_tree2.set("parameters/Blend2/blend_amount", x)
func exit_state() -> void:
hero.set_cassette_elements_visibility(false)
hero.left_hand.visible = false
hero.cassetteing_tool.enabled = false
func process_state(_delta: float) -> void:
hero.check_world_button()
if Input.is_action_just_pressed("Interact"):
hero.cassetteing_tool.interact()
if Input.is_action_just_pressed("Primary Fire"):
hero.equip_weapon(0)
if Input.is_action_just_pressed("Secondary Fire"):
hero.equip_weapon(1)
if Input.is_action_just_pressed("Select Next Cassette") and hero.hand.size > 1:
hero.increment_selected()
hero.swap_cassette_audio.play()
if Input.is_action_just_pressed("Select Previous Cassette") and hero.hand.size > 1:
hero.decrement_selected()
hero.swap_cassette_audio.play()
if Input.is_action_just_pressed("Equip 1"):
swap_to_slot(1)
if Input.is_action_just_pressed("Equip 2"):
swap_to_slot(2)
if Input.is_action_just_pressed("Equip 3"):
swap_to_slot(3)
if Input.is_action_just_pressed("Equip 4"):
swap_to_slot(4)
if Input.is_action_just_pressed("Equip 5"):
swap_to_slot(5)
if Input.is_action_just_pressed("Equip 6"):
swap_to_slot(6)
if Input.is_action_just_pressed("Equip 7"):
swap_to_slot(7)
if Input.is_action_just_pressed("Equip 8"):
swap_to_slot(8)
if Input.is_action_just_pressed("Equip 9"):
swap_to_slot(9)
if Input.is_action_just_pressed("Equip 10"):
swap_to_slot(10)
if Input.is_action_just_pressed("Swap Weapons"):
state_changed.emit(swap_state)
if Input.is_action_just_pressed("Ready"):
if hero.ready_state:
hero.unready_self()
else:
hero.ready_self()
if !hero.game_manager and Input.is_action_just_pressed("Ready"):
hero.enter_fighting_state()
func swap_to_slot(num: int) -> void:
if hero.hand.size >= num:
hero.hand_selected_index = num - 1
hero.swap_cassette_audio.play()
hero.hud.hot_wheel.update_cassettes(hero.get_wheel_cassettes())

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uid://cjdv1onyfej0m

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class_name FightingState
extends HeroState
func enter_state() -> void:
hero.hud.unset_hover_text()
hero.hud.set_currencies_visible(false)
hero.left_hand_model.visible = false
if hero.weapons[hero.equipped_weapon]:
hero.hud.set_energy_visible(true)
var offhand_weapon: Weapon = hero.weapons[0] if hero.equipped_weapon == 1 else hero.weapons[1]
if offhand_weapon:
offhand_weapon.current_energy = offhand_weapon.max_energy
if (!hero.weapons[hero.equipped_weapon] and offhand_weapon) or (hero.weapons[0] and hero.equipped_weapon == 1):
hero.swap_weapons()
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
if hero.game_manager and hero.game_manager.cassette_gameplay:
for x: int in hero.hand.contents.size():
hero.discassette_pile.add(hero.hand.remove_at(hero.hand.contents.size() - 1))
hero.weapon_swap_timer.start()
hero.hud.energy_label.visible = false
if !hero.weapons[hero.equipped_weapon] and !offhand_weapon:
hero.gauntlet_model.visible = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.tween_method(anim, hero.anim_tree.get("parameters/Blend3/blend_amount"), 1.0, 0.5)
func anim(x: float) -> void:
hero.anim_tree.set("parameters/Blend3/blend_amount", x)
func exit_state() -> void:
hero.hud.set_currencies_visible(true)
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].release_trigger()
hero.weapons[hero.equipped_weapon].release_second_trigger()
hero.weapons[hero.equipped_weapon].visible = false
hero.hud.set_energy_visible(false)
hero.hud.grow_wave_start_label()
#hero.hud.primary_duration.visible = true
#hero.hud.secondary_duration.visible = true
if hero.game_manager and hero.game_manager.cassette_gameplay:
hero.hud.energy_label.visible = true
func play_shoot_animation() -> void:
hero.anim_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
func process_state(_delta: float) -> void:
if hero.weapons[hero.equipped_weapon] and hero.weapons_active:
if Input.is_action_just_pressed("Primary Fire"):
hero.weapons[hero.equipped_weapon].hold_trigger()
if Input.is_action_just_released("Primary Fire"):
hero.weapons[hero.equipped_weapon].release_trigger()
if Input.is_action_pressed("Secondary Fire"):
hero.weapons[hero.equipped_weapon].hold_second_trigger()
if Input.is_action_just_released("Secondary Fire"):
hero.weapons[hero.equipped_weapon].release_second_trigger()
if Input.is_action_pressed("Primary Fire"):
hero.movement.can_sprint = false
if Input.is_action_pressed("Secondary Fire"):
hero.movement.can_sprint = false
if Input.is_action_just_pressed("Equip Primary Weapon"):
if hero.equipped_weapon == 1 and hero.weapons[0]:
hero.swap_weapons()
if Input.is_action_just_pressed("Equip Secondary Weapon"):
if hero.equipped_weapon == 0 and hero.weapons[1]:
hero.swap_weapons()
if Input.is_action_just_pressed("Swap Weapons"):
if hero.weapons[0] and hero.weapons[1]:
hero.swap_weapons()
if !hero.game_manager and Input.is_action_just_pressed("Ready"):
hero.exit_fighting_state()

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uid://cf7m4yyiqhhru

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class_name HeroState
extends Node
@warning_ignore("unused_signal")
signal state_changed(new_state: HeroState)
@export var hero: Hero
func enter_state() -> void:
pass
func exit_state() -> void:
pass
@warning_ignore("unused_parameter")
func process_state(delta: float) -> void:
pass

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uid://cl8ovljfiagxv